diff --git a/baystation12.dme b/baystation12.dme index b694860cd8d..890997d4e92 100644 --- a/baystation12.dme +++ b/baystation12.dme @@ -577,6 +577,7 @@ #include "code\game\objects\kitchen.dm" #include "code\game\objects\lamarr.dm" #include "code\game\objects\mineral_doors.dm" +#include "code\game\objects\new_year.dm" #include "code\game\objects\noticeboard.dm" #include "code\game\objects\object_procs.dm" #include "code\game\objects\portals.dm" diff --git a/code/game/machinery/telecomms/broadcaster.dm b/code/game/machinery/telecomms/broadcaster.dm index fcfa830ebef..91ae88093ea 100644 --- a/code/game/machinery/telecomms/broadcaster.dm +++ b/code/game/machinery/telecomms/broadcaster.dm @@ -62,7 +62,7 @@ machinetype = 6 heatgen = 0 var/intercept = 0 // if nonzero, broadcasts all messages to syndicate channel - var/syndi = 1 //If 1, it goes to syndicate frequency. Else, goes to deathsquad + var/syndi = 1 //If 1, it goes to syndicate frequency. Else, goes to deathsquad/Response Team receive_signal(datum/signal/signal) @@ -210,7 +210,7 @@ // --- Broadcast to response team radio! --- - else if(data == 3) + else if(data == 4) var/datum/radio_frequency/syndicateconnection = radio_controller.return_frequency(1439) for (var/obj/item/device/radio/R in syndicateconnection.devices["[RADIO_CHAT]"]) diff --git a/code/game/objects/items/weapons/implants/implant.dm b/code/game/objects/items/weapons/implants/implant.dm index 8029addbfe3..9283f50e04c 100644 --- a/code/game/objects/items/weapons/implants/implant.dm +++ b/code/game/objects/items/weapons/implants/implant.dm @@ -283,13 +283,8 @@ the implant may become unstable and either pre-maturely inject the subject or si if(M.stat == 2) var/turf/t = get_turf(M) var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null) - var/mob/living/carbon/human/G = new /mob/living/carbon/human(null) - G.real_name = "[mobname]'s death alarm" - G.name = "[mobname]'s death alarm" - G.universal_speak = 1 - a.talk_into(G,"[mobname] has died in [t.loc.name]!") + a.autosay("[mobname] has died in [t.loc.name]!", "[mobname]'s Death Alarm") del(a) - del(G) processing_objects.Remove(src) diff --git a/code/game/objects/radio/radio.dm b/code/game/objects/radio/radio.dm index 1643c38ec3c..79faf801839 100644 --- a/code/game/objects/radio/radio.dm +++ b/code/game/objects/radio/radio.dm @@ -183,6 +183,121 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use updateDialog() add_fingerprint(usr) +/obj/item/device/radio/proc/autosay(var/message, var/from, var/channel) + var/datum/radio_frequency/connection = null + if(channel && channels && channels.len > 0) + if (channel == "department") + //world << "DEBUG: channel=\"[channel]\" switching to \"[channels[1]]\"" + channel = channels[1] + connection = secure_radio_connections[channel] + else + connection = radio_connection + channel = null + if (!istype(connection)) + return + + if(subspace_transmission) + // First, we want to generate a new radio signal + var/datum/signal/signal = new + signal.transmission_method = 2 // 2 would be a subspace transmission. + // transmission_method could probably be enumerated through #define. Would be neater. + + // --- Finally, tag the actual signal with the appropriate values --- + signal.data = list( + // Identity-associated tags: + "mob" = new /mob/living/silicon/ai(src), // store a reference to the mob + "mobtype" = /mob/living/silicon/ai, // the mob's type + "realname" = from, // the mob's real name + "name" = from, // the mob's display name + "job" = "(Automated Announcement)", // the mob's job + "key" = "none", // the mob's key + "vmessage" = "*garbled automated announcement*", // the message to display if the voice wasn't understood + "vname" = "synthesized voice", // the name to display if the voice wasn't understood + "vmask" = 0, // 1 if the mob is using a voice gas mask + + // We store things that would otherwise be kept in the actual mob + // so that they can be logged even AFTER the mob is deleted or something + + // Other tags: + "compression" = rand(45,50), // compressed radio signal + "message" = message, // the actual sent message + "connection" = connection, // the radio connection to use + "radio" = src, // stores the radio used for transmission + "slow" = 0, // how much to sleep() before broadcasting - simulates net lag + "traffic" = 0 // dictates the total traffic sum that the signal went through + ) + signal.frequency = connection.frequency // Quick frequency set + + //#### Sending the signal to all subspace receivers ####// + for(var/obj/machinery/telecomms/receiver/R in world) + R.receive_signal(signal) + + // Allinone can act as receivers. + for(var/obj/machinery/telecomms/allinone/R in world) + R.receive_signal(signal) + + // Receiving code can be located in Telecommunications.dm + return + + + /* ###### Intercoms and station-bounced radios ###### */ + + var/filter_type = 2 + + /* --- Intercoms can only broadcast to other intercoms, but bounced radios can broadcast to bounced radios and intercoms --- */ + if(istype(src, /obj/item/device/radio/intercom)) + filter_type = 1 + + + var/datum/signal/signal = new + signal.transmission_method = 2 + + + /* --- Try to send a normal subspace broadcast first */ + + signal.data = list( + + "mob" = new /mob/living/silicon/ai(src), // store a reference to the mob + "mobtype" = /mob/living/silicon/ai, // the mob's type + "realname" = from, // the mob's real name + "name" = from, // the mob's display name + "job" = "(Automated Announcement)", // the mob's job + "key" = "none", // the mob's key + "vmessage" = "*garbled automated announcement*", // the message to display if the voice wasn't understood + "vname" = "synthesized voice", // the name to display if the voice wasn't understood + "vmask" = 0, // 1 if the mob is using a voice gas mask + + // We store things that would otherwise be kept in the actual mob + // so that they can be logged even AFTER the mob is deleted or something + + // Other tags: + "compression" = 0, // compressed radio signal + "message" = message, // the actual sent message + "connection" = connection, // the radio connection to use + "radio" = src, // stores the radio used for transmission + "slow" = 0, // how much to sleep() before broadcasting - simulates net lag + "traffic" = 0 // dictates the total traffic sum that the signal went through + ) + signal.frequency = connection.frequency // Quick frequency set + + for(var/obj/machinery/telecomms/receiver/R in world) + R.receive_signal(signal) + + + sleep(rand(10,25)) // wait a little... + + if(signal.data["done"]) + del(signal) // delete the signal - we're done here. + return + + // Oh my god; the comms are down or something because the signal hasn't been broadcasted yet. + // Send a mundane broadcast with limited targets: + + Broadcast_Message(connection, new /mob/living/silicon/ai(src), 0, "*garbled automated announcement*", + src, message, from, "(Automated Announcement)", from, "synthesized voice", + filter_type, signal.data["compression"]) + return + /obj/item/device/radio/talk_into(mob/M as mob, message, channel) if(GLOBAL_RADIO_TYPE == 1) // NEW RADIO SYSTEMS: By Doohl diff --git a/code/game/response_team.dm b/code/game/response_team.dm index 31316ec6d87..edb8811e955 100644 --- a/code/game/response_team.dm +++ b/code/game/response_team.dm @@ -22,14 +22,12 @@ client/verb/JoinResponseTeam() var/new_name = input(usr, "Pick a name","Name") as null|text if(!new_name) return - var/gender = alert(usr, "Pick a gender","Gender","Male","Female") - - var/mob/living/carbon/human/new_commando = create_response_team(L, leader_selected, new_name, gender) + var/mob/living/carbon/human/new_commando = create_response_team(L, leader_selected, new_name) new_commando.mind.key = usr.key new_commando.key = usr.key - new_commando << "\blue You are [!leader_selected?"member":"LEADER"] of an armed response team in CentComm's service. Something went down on [station_name()] and they're now on code red. Go in there and fix the problem." + new_commando << "\blue You are [!leader_selected?" a member":" the LEADER"] of an armed response team in CentComm's service. Something went down on [station_name()] and they're now on code red. Go in there and fix the problem." new_commando << "You should first gear up and discuss a plan with your team. More members may be joining, don't move out before you're ready." else @@ -75,30 +73,105 @@ proc/trigger_armed_response_team() send_emergency_team = 1 -/client/proc/create_response_team(obj/spawn_location, leader_selected = 0, commando_name, gender) +/client/proc/create_response_team(obj/spawn_location, leader_selected = 0, commando_name) - var/mob/living/carbon/human/new_commando = new(spawn_location.loc) - new_commando.gender = ((gender == "Male") ? MALE : FEMALE) + var/mob/living/carbon/human/M = new(spawn_location.loc) - var/datum/preferences/A = new()//Randomize appearance for the commando. - A.randomize_appearance_for(new_commando) + var/new_facial = input("Please select facial hair color.", "Character Generation") as color + if(new_facial) + M.r_facial = hex2num(copytext(new_facial, 2, 4)) + M.g_facial = hex2num(copytext(new_facial, 4, 6)) + M.b_facial = hex2num(copytext(new_facial, 6, 8)) - new_commando.real_name = commando_name - new_commando.age = !leader_selected ? rand(23,35) : rand(35,45) + var/new_hair = input("Please select hair color.", "Character Generation") as color + if(new_facial) + M.r_hair = hex2num(copytext(new_hair, 2, 4)) + M.g_hair = hex2num(copytext(new_hair, 4, 6)) + M.b_hair = hex2num(copytext(new_hair, 6, 8)) - new_commando.dna.ready_dna(new_commando)//Creates DNA. + var/new_eyes = input("Please select eye color.", "Character Generation") as color + if(new_eyes) + M.r_eyes = hex2num(copytext(new_eyes, 2, 4)) + M.g_eyes = hex2num(copytext(new_eyes, 4, 6)) + M.b_eyes = hex2num(copytext(new_eyes, 6, 8)) + + var/new_tone = input("Please select skin tone level: 1-220 (1=albino, 35=caucasian, 150=black, 220='very' black)", "Character Generation") as text + + if (new_tone) + M.s_tone = max(min(round(text2num(new_tone)), 220), 1) + M.s_tone = -M.s_tone + 35 + + // hair + var/list/all_hairs = typesof(/datum/sprite_accessory/hair) - /datum/sprite_accessory/hair + var/list/hairs = list() + + // loop through potential hairs + for(var/x in all_hairs) + var/datum/sprite_accessory/hair/H = new x // create new hair datum based on type x + hairs.Add(H.name) // add hair name to hairs + del(H) // delete the hair after it's all done + + var/new_style = input("Please select hair style", "Character Generation") as null|anything in hairs + + // if new style selected (not cancel) + if (new_style) + M.h_style = new_style + + for(var/x in all_hairs) // loop through all_hairs again. Might be slightly CPU expensive, but not significantly. + var/datum/sprite_accessory/hair/H = new x // create new hair datum + if(H.name == new_style) + M.hair_style = H // assign the hair_style variable a new hair datum + break + else + del(H) // if hair H not used, delete. BYOND can garbage collect, but better safe than sorry + + // facial hair + var/list/all_fhairs = typesof(/datum/sprite_accessory/facial_hair) - /datum/sprite_accessory/facial_hair + var/list/fhairs = list() + + for(var/x in all_fhairs) + var/datum/sprite_accessory/facial_hair/H = new x + fhairs.Add(H.name) + del(H) + + new_style = input("Please select facial style", "Character Generation") as null|anything in fhairs + + if(new_style) + M.f_style = new_style + for(var/x in all_fhairs) + var/datum/sprite_accessory/facial_hair/H = new x + if(H.name == new_style) + M.facial_hair_style = H + break + else + del(H) + + var/new_gender = alert(usr, "Please select gender.", "Character Generation", "Male", "Female") + if (new_gender) + if(new_gender == "Male") + M.gender = MALE + else + M.gender = FEMALE + M.update_body() + M.update_face() + M.update_clothing() + + M.real_name = commando_name + M.age = !leader_selected ? rand(23,35) : rand(35,45) + + M.dna.ready_dna(M)//Creates DNA. //Creates mind stuff. - new_commando.mind = new - new_commando.mind.current = new_commando - new_commando.mind.original = new_commando - new_commando.mind.assigned_role = "MODE" - new_commando.mind.special_role = "Response Team" - if(!(new_commando.mind in ticker.minds)) - ticker.minds += new_commando.mind//Adds them to regular mind list. - new_commando.equip_strike_team(leader_selected) + M.mind = new + M.mind.current = M + M.mind.original = M + M.mind.assigned_role = "MODE" + M.mind.special_role = "Response Team" + if(!(M.mind in ticker.minds)) + ticker.minds += M.mind//Adds them to regular mind list. + M.equip_strike_team(leader_selected) del(spawn_location) - return new_commando + return M /mob/living/carbon/human/proc/equip_strike_team(leader_selected = 0) @@ -144,7 +217,10 @@ proc/trigger_armed_response_team() var/obj/item/weapon/card/id/W = new(src) W.name = "[real_name]'s ID Card" W.icon_state = "centcom" - W.access = get_access("Head of Personnel") + if(leader_selected) + W.access = get_access("Captain") + else + W.access = get_access("Head of Personnel") W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)//Let's add their alloted CentCom access. W.assignment = "Emergency Response Team" W.registered = real_name diff --git a/code/game/specops_shuttle.dm b/code/game/specops_shuttle.dm index 906ea0b5455..f05c6326cab 100644 --- a/code/game/specops_shuttle.dm +++ b/code/game/specops_shuttle.dm @@ -10,7 +10,6 @@ var/specops_shuttle_at_station = 0 var/specops_shuttle_can_send = 1 var/specops_shuttle_time = 0 var/specops_shuttle_timeleft = 0 -var/specops_shuttle_timereset = 0 /obj/machinery/computer/specops_shuttle name = "Spec. Ops. Shuttle Console" @@ -20,15 +19,16 @@ var/specops_shuttle_timereset = 0 var/temp = null var/hacked = 0 var/allowedtocall = 0 + var/specops_shuttle_timereset = 0 /proc/specops_return() - var/area/centcom/control/cent_com = locate()//To find announcer. This area should exist for this proc to work. - var/mob/living/silicon/decoy/announcer = locate() in cent_com//We need a fake AI to announce some stuff below. Otherwise it will be wonky. + var/obj/item/device/radio/intercom/announcer = new /obj/item/device/radio/intercom(null)//We need a fake AI to announce some stuff below. Otherwise it will be wonky. + announcer.config(list("Response Team" = 0)) var/message_tracker[] = list(0,1,2,3,5,10,30,45)//Create a a list with potential time values. - var/message = "THE SPECIAL OPERATIONS SHUTTLE IS PREPARING FOR LAUNCH"//Initial message shown. + var/message = "THE SPECIAL OPERATIONS SHUTTLE IS PREPARING TO RETURN"//Initial message shown. if(announcer) - announcer.say(message) + announcer.autosay(message, "A.L.I.C.E.", "Response Team") while(specops_shuttle_time - world.timeofday > 0) var/ticksleft = specops_shuttle_time - world.timeofday @@ -44,7 +44,7 @@ var/specops_shuttle_timereset = 0 message = "ALERT: [rounded_time_left] SECOND[(rounded_time_left!=1)?"S":""] REMAIN" if(rounded_time_left==0) message = "ALERT: TAKEOFF" - announcer.say(message) + announcer.autosay(message, "A.L.I.C.E.", "Response Team") message_tracker -= rounded_time_left//Remove the number from the list so it won't be called again next cycle. //Should call all the numbers but lag could mean some issues. Oh well. Not much I can do about that. @@ -82,17 +82,22 @@ var/specops_shuttle_timereset = 0 var/mob/M = locate(/mob) in T M << "\red You have arrived at Central Command. Operation has ended!" + for(var/obj/machinery/computer/specops_shuttle/S in world) + S.specops_shuttle_timereset = world.time + SPECOPS_RETURN_DELAY + + del(announcer) + /proc/specops_process() - var/area/centcom/control/cent_com = locate()//To find announcer. This area should exist for this proc to work. var/area/centcom/specops/special_ops = locate()//Where is the specops area located? - var/mob/living/silicon/decoy/announcer = locate() in cent_com//We need a fake AI to announce some stuff below. Otherwise it will be wonky. + var/obj/item/device/radio/intercom/announcer = new /obj/item/device/radio/intercom(null)//We need a fake AI to announce some stuff below. Otherwise it will be wonky. + announcer.config(list("Response Team" = 0)) var/message_tracker[] = list(0,1,2,3,5,10,30,45)//Create a a list with potential time values. var/message = "THE SPECIAL OPERATIONS SHUTTLE IS PREPARING FOR LAUNCH"//Initial message shown. if(announcer) - announcer.say(message) + announcer.autosay(message, "A.L.I.C.E.", "Response Team") message = "ARMORED SQUAD TAKE YOUR POSITION ON GRAVITY LAUNCH PAD" - announcer.say(message) + announcer.autosay(message, "A.L.I.C.E.", "Response Team") while(specops_shuttle_time - world.timeofday > 0) var/ticksleft = specops_shuttle_time - world.timeofday @@ -108,7 +113,7 @@ var/specops_shuttle_timereset = 0 message = "ALERT: [rounded_time_left] SECOND[(rounded_time_left!=1)?"S":""] REMAIN" if(rounded_time_left==0) message = "ALERT: TAKEOFF" - announcer.say(message) + announcer.autosay(message, "A.L.I.C.E.", "Response Team") message_tracker -= rounded_time_left//Remove the number from the list so it won't be called again next cycle. //Should call all the numbers but lag could mean some issues. Oh well. Not much I can do about that. @@ -218,17 +223,19 @@ var/specops_shuttle_timereset = 0 var/mob/M = locate(/mob) in T M << "\red You have arrived to [station_name]. Commence operation!" + for(var/obj/machinery/computer/specops_shuttle/S in world) + S.specops_shuttle_timereset = world.time + SPECOPS_RETURN_DELAY + + del(announcer) + /proc/specops_can_move() if(specops_shuttle_moving_to_station || specops_shuttle_moving_to_centcom) return 0 - else if(world.time <= specops_shuttle_timereset) - return 0 + for(var/obj/machinery/computer/specops_shuttle/S in world) + if(world.time <= S.specops_shuttle_timereset) + return 0 return 1 -/obj/machinery/computer/specops_shuttle/proc/make_move() - specops_shuttle_timereset = world.time - return - /obj/machinery/computer/specops_shuttle/attack_ai(var/mob/user as mob) return attack_hand(user) @@ -280,7 +287,9 @@ var/specops_shuttle_timereset = 0 if (!specops_can_move()) usr << "\blue Central Command will not allow the Special Operations shuttle to return yet." if(world.time <= specops_shuttle_timereset) - usr << "\blue [(world.time - specops_shuttle_timereset)/10] seconds remain!" + if (((world.time - specops_shuttle_timereset)/10) > 60) + usr << "\blue [-((world.time - specops_shuttle_timereset)/10)/60] minutes remain!" + usr << "\blue [-(world.time - specops_shuttle_timereset)/10] seconds remain!" return usr << "\blue The Special Operations shuttle will arrive at Central Command in [(SPECOPS_MOVETIME/10)] seconds." @@ -290,7 +299,6 @@ var/specops_shuttle_timereset = 0 specops_shuttle_moving_to_centcom = 1 specops_shuttle_time = world.timeofday + SPECOPS_MOVETIME - specops_shuttle_timereset = world.time + SPECOPS_RETURN_DELAY spawn(0) specops_return() @@ -312,7 +320,6 @@ var/specops_shuttle_timereset = 0 specops_shuttle_moving_to_station = 1 specops_shuttle_time = world.timeofday + SPECOPS_MOVETIME - specops_shuttle_timereset = world.time + SPECOPS_RETURN_DELAY spawn(0) specops_process() diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm index 99357250ce6..2c3aa31f76e 100644 --- a/code/modules/admin/verbs/debug.dm +++ b/code/modules/admin/verbs/debug.dm @@ -690,7 +690,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that var/obj/item/clothing/glasses/sunglasses/V = new(M) V.loc = K M.equip_if_possible(K, M.slot_wear_suit) - M.equip_if_possible(new /obj/item/weapon/gun/energy(M), M.slot_s_store) + M.equip_if_possible(new /obj/item/weapon/gun/energy/gun(M), M.slot_s_store) var/obj/item/device/pda/heads/pda = new(M) pda.owner = M.real_name diff --git a/code/modules/mob/new_player/new_player.dm b/code/modules/mob/new_player/new_player.dm index af2c6097c03..6d3ac0648ee 100644 --- a/code/modules/mob/new_player/new_player.dm +++ b/code/modules/mob/new_player/new_player.dm @@ -270,15 +270,9 @@ proc/AnnounceArrival(var/mob/living/carbon/human/character, var/rank) if (ticker.current_state == GAME_STATE_PLAYING) - var/ailist[] = list() - for (var/mob/living/silicon/ai/A in world) - if (!A.stat) - ailist += A - if (ailist.len) - var/mob/living/silicon/ai/announcer = pick(ailist) - if(character.mind) - if((character.mind.assigned_role != "Cyborg") && (character.mind.special_role != "MODE")) - announcer.say("[character.real_name] has signed up as [rank].") + var/obj/item/device/radio/intercom/a = new /obj/item/device/radio/intercom(null) + a.autosay("[character.real_name] has arrived on the station.", "Arrivals Announcement Computer") + del(a) proc/ManifestLateSpawn(var/mob/living/carbon/human/H, icon/H_icon) // Attempted fix to add late joiners to various databases -- TLE diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index 92ba2cb0c05..4b66e30ca74 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -50,6 +50,15 @@ M.drop_item() del(src) return + if (target == user && user.zone_sel.selecting == "mouth") + M.visible_message("\red [user] sticks their gun in their mouth, ready to pull the trigger...") + if(!do_after(user, 20)) + M.visible_message("\blue [user] decided life was worth living") + return + M.visible_message("\red [user] pulls the trigger.") + M.apply_damage(60, BRUTE, "head") + M.apply_damage(90, BRUTE, "chest") + return if (!user.IsAdvancedToolUser()) user << "\red You don't have the dexterity to do this!" diff --git a/code/stylesheet.dm b/code/stylesheet.dm index 0cc4bfb71e9..120caff798a 100644 --- a/code/stylesheet.dm +++ b/code/stylesheet.dm @@ -94,7 +94,8 @@ h1, h2, h3, h4, h5, h6 .comradio { - color: #ACA82D; + color:#0028FF; + background: #FFD700; } .syndradio diff --git a/icons/mob/hud.dmi b/icons/mob/hud.dmi index 8fe609fbb67..92a4a81987a 100644 Binary files a/icons/mob/hud.dmi and b/icons/mob/hud.dmi differ